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return_of_samus:data_locations:ram_map [2018/12/27 13:48] – Add additional object spawn state table info quantam | return_of_samus:data_locations:ram_map [2019/02/19 04:46] – Describe last tile property quantam | ||
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+ 17: Source address of data for $DC00..FF (bank 8, 2 bytes) | + 17: Source address of data for $DC00..FF (bank 8, 2 bytes) | ||
+ 19: Bank for current room | + 19: Bank for current room | ||
- | + 1A: Samus solid block threshold | + | + 1A: Samus passable |
- | + 1B: Enemy solid block threshold | + | + 1B: Enemy passable |
- | + 1C: Projectile | + | + 1C: Projectile |
+ 1D: Samus' equipment | + 1D: Samus' equipment | ||
+ 1E: Samus' beam | + 1E: Samus' beam | ||
Line 515: | Line 515: | ||
3: Spazer | 3: Spazer | ||
4: Plasma | 4: Plasma | ||
- | D056: Samus solid block threshold | + | D056: Samus passable |
D057: Room sprite priority | D057: Room sprite priority | ||
0: Sprites over BG | 0: Sprites over BG | ||
Line 527: | Line 527: | ||
D067: Used in title. Set to 01h by $0CA3 and game mode Ah | D067: Used in title. Set to 01h by $0CA3 and game mode Ah | ||
- | D069: Enemy solid block threshold | + | D069: Enemy passable |
D06E: Highest OAM stack pointer | D06E: Highest OAM stack pointer | ||
Line 552: | Line 552: | ||
D089: Real number of Metroids remaining | D089: Real number of Metroids remaining | ||
- | D08A: Projectile | + | D08A: Projectile |
D08B: Metroid Queen' | D08B: Metroid Queen' | ||
11h: In Metroid Queen' | 11h: In Metroid Queen' | ||
Line 605: | Line 605: | ||
D80F: Source address of data for $DC00-FF (bank 8, 2 bytes) | D80F: Source address of data for $DC00-FF (bank 8, 2 bytes) | ||
D811: Bank for current room | D811: Bank for current room | ||
- | D812: Samus solid block threshold | + | D812: Samus passable |
- | D813: Enemy solid block threshold | + | D813: Enemy passable |
- | D814: Projectile | + | D814: Projectile |
D815: Samus' equipment | D815: Samus' equipment | ||
D816: Samus' beam | D816: Samus' beam | ||
Line 625: | Line 625: | ||
D900-FF: 10h byte slots? The first byte of which each is cleared when saving | D900-FF: 10h byte slots? The first byte of which each is cleared when saving | ||
DA00-DBFF: Metatile definitions | DA00-DBFF: Metatile definitions | ||
- | DC00-FF: | + | DC00-FF: |
+ | 1: Viscous. Reduces jumping and prevents spider ball vertical movement. Also causes morph ball sound effect glitch. | ||
+ | 2: Jump-through block. Passable when jumping, impassable in all other states (in all directions). | ||
+ | 4: Fall-through block. Passable when falling, impassable in all other states (in all directions). | ||
+ | 8: Spike | ||
+ | 10h: Acid | ||
+ | 20h: Destructible by shot/bomb | ||
+ | 40h: Destructible by bomb | ||
+ | 80h: Save pillar | ||
DD00-FF: Projectile RAM | DD00-FF: Projectile RAM | ||
DE00-FF: Metatile update entries | DE00-FF: Metatile update entries |